Game Design is the creation and balancing of game systems and mechanics. Not for programming questions about "design" of features, engines, etc.

learn more… | top users | synonyms (1)

4
votes
4answers
1k views

MMORPG game balancing

I've seen a couple of examples of some game balancing techniques in books yet they are not comprehensive and not particularly aimed at MMORPGs but I'm looking for practical examples of game balancing ...
3
votes
2answers
375 views

Character coding / programming

Lately I tryed a few times to create characters for some games, but at some certain point (especially when collision detection came in) everything became messy and the interaction between chars, the ...
2
votes
2answers
316 views

Procedural object generation and unique identification

My question relates to procedural content generation and data management of the emerging objects in a database. I assume a networked game, with a server-client model. Unspecified objects in the game ...
0
votes
1answer
169 views

two-part dice pool mechanic [closed]

I'm working on a dice mechanic/resolution system based on the Ghost/Echo (hereafter shortened to G/E) tabletop RPG. Specifically, since G/E can be a little harsh dealing with consequences and failure, ...
1
vote
1answer
120 views

Game window systems and internal frames

I don't know if this is a valid question, but: What kind of window manager do games use which have internal frames (Frames inside frames)? Does this differ between the programming languages (Are e.g. ...
8
votes
1answer
257 views

How long to display each sentence?

When creating a sequence where text advances automatically, is there a metric which will allow me to calculate a reasonable duration to display each "sentence"? My intuition tells me that because of ...
14
votes
11answers
806 views

When dealing with a static game board, what are some methods to make it more interesting?

Let's say you have a game board that you look at. It does not move but there is some action going on. For example Chess, Checkers, Solitaire. The game I'm working on is not one of these but it's a ...
16
votes
7answers
1k views

It is worth planning before jumping in the code?

I always thought that planning is important for a game. But i don't know at which point. Some are telling me to code instead of planning but i feel like its still important because when you will be in ...
1
vote
1answer
2k views

Which all are the best Android 2D Java based gaming libraries / frameworks? [duplicate]

Possible Duplicate: Are there any 2D gaming libraries/frameworks/engines for Android? Which all are the best and top using open source java 2D Gaming libraries for Android?I had already ...
0
votes
3answers
959 views

Method for spawning enemies according to player score and game time

I'm making a top-down shooter and want to scale the difficulty of the game according to what the score is and how much time has Passed. Along with this, I want to spawn enemies in different patterns ...
-3
votes
1answer
464 views

Is there a market for a Text-based empire-building game? [closed]

I am working on building a text-based in-browser empire building game. The screen will be split into a console and an EXTREMELY rough vector map of your empire (just squares in a bigger square). ...
-3
votes
1answer
243 views

What technologies are used for Game development now days? [closed]

Whenever I ask a question about game development in an online forum I always get suggestions like learning line drawing algorithms, bit level image manipulation and video decompression etc. However ...
4
votes
1answer
1k views

Designing a simple snake A.I

I've looked at some stuff online regarding this specific topic, and a lot of the info that I read involved graphs and path finding. I really don't want to get involved in something too complex & ...
43
votes
13answers
2k views

Creating meaningful and engaging quests

Kill X number of monsters. Gather Y number of items (usually by killing X number of monsters). Deliver this NPC's package to this other NPC who is far far away. etc. Yeah. These quests are ...
6
votes
3answers
2k views

Create Levels using blender

I am creating a game and I have a custom level format for levels in my game. I wanted to know if it is possible to create levels for that kinda format in Blender. My format is XML based and just ...
1
vote
2answers
128 views

Expiring timed actions a good idea?

We have an online game where players sometimes have to wait a while (say 30 minutes) before a process they intiated completes. This encourages them to come back later. An example of this is growing ...
4
votes
3answers
164 views

Do game-theoretic considerations stand in the way of this market-based game-mechanic achieving its goals?

Mechanic The mechanic is called "market manipulation" and is supposed to work like this: Players can enter the London Stock Exchange (LSE) LSE displays the stock prices of 8 to 10 companies and ...
5
votes
7answers
2k views

Easiest turn-base games you can think of? [closed]

I'm planning to get into the process of programming multiplayer turn-base games. I would like to start off by making some of the simplest (yet fun) multiplayer turn-base games out there. What are some ...
0
votes
1answer
184 views

How can I implement a matchmaker?

I'm making a multiplayer game, where players are separated in to rooms that would ideally have about 20 players. So I need a few pointers on an algorithm to distribute the players in to these rooms. ...
1
vote
1answer
248 views

Game software design

I have been working on a simple implementation of a card game in object oriented Python/HTML/Javascript and building on the top of Django. At this point the game is in its final stage of development ...
3
votes
1answer
1k views

How can I scale player/enemy stats to balance the difficulty just right?

I'm creating an old school top-down grid based RPG, where you enter random encounters every few steps. I want to know what kind of systems or guidelines there are for creating the leveling and stats ...
1
vote
1answer
2k views

What game design/game theory resources should I watch for a “TCG-like” game?

Me and my friend are building a "simple" trading card game - in the beginning we would have 20 cards and two resources, mana and health. This, along with a working multi-player is the minimum viable ...
1
vote
2answers
484 views

Design Pattern for Social Game Mission Mechanics

When we want to design a mission sub-system like in the The Ville or Sims Social, what kind of design pattern / idea would fit the best? There may be relation between missions (first do this then this ...
0
votes
2answers
545 views

How to approach dual skills in an rpg game

I am developing an rpg-sort of game. My question is how a dual-tech system would work (like snes chrono trigger game had). I already have coded how to use a single skill. Probably not the best way to ...
2
votes
7answers
1k views

Method for creating a next gen MMORPG out of thin air?

Update August 2012: thank you all for your answers. I started small as suggested, creating first a Facebook Game about it, the next step will be to port it later on PC for a 3D version, and much later ...
1
vote
3answers
534 views

Calculation of a fight with many entities

User A can have many entities A Entity is a object that has properties such as health, attack, defence, agility, stamina, etcetera. When User A want to attack User B with x entities I am looking ...
-1
votes
2answers
4k views

Breakout ball collision detection, bouncing against the walls

I'm currently trying to program a breakout game to distribute it as an example game for my own game engine. http://game-engine-for-java.googlecode.com/ But the problem here is that I can't get the ...
4
votes
1answer
2k views

The Physics behind 2D Platformer Games? [closed]

Is there any good book or tutorial that explains the physics behind creating a 2D Platformer game? Such as tile rendering, tile map reading, collision detection, camera movement etc.?
0
votes
1answer
328 views

Structuring various game states and unique levels

I have a game design 'structure' question that I'd like to throw out there. This question is about various ways of designing game 'states', and specifically a system of 'levels'. Specifically, what is ...
0
votes
1answer
1k views

Managing Game States

I'm thinking about making a StateManager for my game. I want to know how to design it; that is, how to use a stack to push and pop states onto, and draw them to the screen. For example, should each ...
3
votes
3answers
150 views

Victory rewards in digital CCG

I am currently polishing a digital CCG where people can play against friend and random opponents in a classical Magic the Gathering-like duel CCG. I plan to award the players with 20 ingame currency ...
2
votes
3answers
1k views

RPG combat and gold/exp reward equations

I have a game that I'm creating, but I'm running across issues in keeping the ratios between high and low level players similar in the battle and reward equations. Obviously a higher level player ...
2
votes
2answers
120 views

Repetition of move in Draughts game

I am having a little problem in my draughts game. Lets say my red piece (moving through AI) has arrived at the border of black pieces and now it has become a king, lets assume it is at index 2. Now ...
2
votes
3answers
226 views

Player's feeling towards stage selection in a platform game

In a 2D platform game with RPG elements (not that it matters much), there's three ways, among others, for the player to choose the next stage he will play: He can only play the next stage and the ...
1
vote
2answers
385 views

Using Copyrighted Images

I was thinking about developing a sidescrolling platformer very similar to an old Mario and Luigi game for NES. To start out I was thinking about taking the images from a site like this: ...
12
votes
2answers
375 views

Sounds to describe the weather?

I'm trying to think of sounds that will help convey the time of day and weather condition. I'm not even sure of all the weather conditions I would consider, and some are obvious. Like if it's raining, ...
3
votes
1answer
243 views

Best way to design a negotiation deal?

I'm currently coding a heavily text-based RPG game which requires you to do deals with characters or suppliers in the game, sometimes the deals are good/bad. Currently the way I'm doing it is that, ...
3
votes
4answers
761 views

Game loop alternatives for efficiency

Understand where I'm coming from - I've been taught that a game is implemented something like this (pseudocode): while (!win_condition) { waitforinput(); updategraphics(); //etc.. } exit(); ...
4
votes
1answer
263 views

How to balance damage dealt by opponents in a strategy game?

Consider the following situation: you are developing a RTS, with different races opposing each other, with different kinds of abilities (e.g. Starcraft). How should I go about in balancing the damage, ...
0
votes
1answer
226 views

Handling Latency in Multiplayer Shoot-em-ups

I had an idea for an architecture, and I was wondering if anyone has implemented something like this or has used AWS or some other service to help? I thought about using NodeJS + SocketIO to handle ...
1
vote
1answer
383 views

Collection of Simple Children's Game Mechanics

Context: I've tried Googling / searching on Amazon for books on this, but I end up get all types of resources on "How to Gamify XYZ" rather than the mechanics of simple games. I'm trying to build a ...
4
votes
2answers
302 views

How to do simultaneous action without it being real time?

This is really a pacing question, but there's no tag for that: The general concept is that the players are working in a team and need to be able to react to eachother's movement and observations as ...
-1
votes
1answer
2k views

MiniMax not working properly(for checkers game)

I am creating a checkers game but My miniMax is not functioning properly,it is always switching between two positions for its move(index 20 and 17).Here is my code: public double MiniMax(int[] ...
0
votes
1answer
373 views

Will a polled event system cause lag for a server?

I'm using a library called ENet. It is a reliable UDP library. The way it works is a polled event system like this: ENetEvent event; /* Wait up to 1000 milliseconds for an event. */ while ...
2
votes
3answers
6k views

How do I structure a 2D platform level?

I'm doing a 2D platformer but I don't know how they are usually built. The approach I'm looking at is making it tilebased, with ground tiles on bottom row, then platforms on some places in "mid-air" ...
9
votes
3answers
715 views

Bejewelled Next Best jewel selection

Is there a game design technique I can use so that I completely remove 'No more moves left' situations. ie. the game should contain no impossible scenarios. As far as I've guess It all depends on ...
21
votes
6answers
7k views

Game planning and software design? I feel that UML is not convenient

In my university, they always emphasize and hype about UML design and stuff, in which I feel it is not going to work well with game structure design. Now, I just want a professional advice on how ...
3
votes
1answer
4k views

How to utilize miniMax algorithm in Checkers game

I am sorry...as there are too many articles about it.But I can't simple get this. I am confused in the implementation of AI. I have generated all possible moves of computer's type pieces. Now I can't ...
11
votes
3answers
1k views

Turn-based board game server references? [closed]

Are there any good references/books to recommend about how to build a turn-base game server? It's something like a chess server for pairing chess players and keep game states. In the past, for example ...
0
votes
1answer
403 views

Logic behind greedy Spider game?

What will be the best algorithm or logic that can be used for game like greedy spiders. As far as I can think it is based on A* algorithm ? Where the shortest path has to be a search between the ...